Socket doesn't exist in construction script?

I’m trying to simply get and attach a static mesh component to a scene component using a socket. I need it to be set up in editor, but when I use the construction script it doesn’t work. Some quick debugging led me to the conclusion that the socket doesn’t exist at that point which doesn’t really make sense. The static mesh is recognized (I can print the display name) but when I run the node “Does Socket Exist”, it returns false. I tried multiple static meshes and am getting the same result.

Is this how sockets work or is this a bug?

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Having this same problem. Which engine version are you using out of interest?

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I think this was back when I was using UE5.2 with my project but I’m not 100% certain. I’ve accepted the short coming in my game as it honestly doesn’t create too much extra work.

Still does not make sense that the information is obviously already known in the static mesh viewer, so why does it not have access to this information on the construction script? Let me know if you find something else out though!